Recent developments in the techniques and technologies of collecting, sharing and analysing data are
challenging the field of information systems (IS) research let alone the boundaries of organizations
and the established practices of decision-making. Coined ‘open data’ and ‘big data’, these
developments introduce an unprecedented level of societal and organizational engagement with the
potential of computational data to generate new insights and information. Based on the commonalities
shared by open data and big data, we develop a research framework that we refer to as open big data
(OBD) by employing the dimensions of ‘order’ and ‘relationality’. We argue that these dimensions
offer a viable approach for IS research on open and big data because they address one of the core
value propositions of IS; i.e. how to support organizing with computational data. We contrast these
dimensions with two other categories that stem from computer science and engineering, namely
‘big/small’ and ‘open/closed’ to address the complex interplay between people and data, social
interaction and technological operations. Thus conceived, this paper contributes an alternative
approach for the study of open and big data as well as laying the theoretical groundwork for its future
empirical research.

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Memory institutions and their practices of canonization are closely tied to the
emergence of a social memory based on material artefacts and communication media.
As libraries, archives and museums are stepping into the online world of digitality
and computational operations, the question arises as to how these institutions and
their processes of canonization change. Based on Elena Esposito’s system theoretical
concept of memory as an operation of forgetting and on David Weinberger’s three
orders of ordering artefacts, the paper analyses the canonization of digital cultural
artefacts according to the practices of selection, order and preservation. Against this
backdrop, the theme of transversal forgetting is developed as a cyclical process of
forgetting-as-data that cuts across the boundaries of libraries, archives and museums
and their traditionally separated rationale of what to select and how to order and to
preserve the selected. The concept, therefore, is an argument against the still
dominating metaphor of social memory being an externalized storage. Thus
conceived, transversal forgetting attempts to capture memory institutions as part of
the wider information environment of bits and bytes, networks and algorithms.

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Visual Analytics for Social Business Intelligence - Tool Prototype Demo

Zimmerman, Chris; Vatrapu, Ravi(Frederiksberg, 2015)

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Abstract:

Today, social media is widely adopted across personal and professional spheres. Increasingly businesses are utilizing social media as part of their strategy for communicating with and understanding the behaviors of their clients. The widespread public use of social media is a relatively new phenomenon that presents an ongoing, ever-changing challenge to companies and creates a
unique set of risks as well as advantages to decision-makers. At the same time expansion into the online social space offers tremendous potential strategic advantages including demographic targeting from a new, pervasive reflection of consumers and brand advocates. Social media thus takes on a new relevance in forging relationships of brand co-creation. This research project, in its entirety, seeks to derive business value from social data by designing and developing a series of dashboards for those who struggle to interpret and keep up with the social data created around a brand and marketing campaign. This tool prototype demo first outlines the foundation of the tool development with focus on the main perspectives guiding the research. A presentation of the actual tool development is subsequently put forward highlighting the main components of the tool. Challenges are discussed therein before a brief conclusion of the prototype development thus far.

There is a notable paucity of multi-level analyses of IT use in IS research. Often,
analyses limited to a single level are problematic, as multi-level effects cannot be
accounted for. For example, online communities, such as the one examined in this paper,
build on network effects: they can provide more value to all members collectively
whenever each individual member participates more actively. This example also
highlights the importance of usage effectiveness – the rather commonsense, yet often
explicitly unexamined, idea that IT systems are not used for their own sake, but to
attain relevant goals. Given these challenges, we set out to explore what factors
contribute to ineffectiveness in multi-level IT use in the context of an online community.
Our initial analysis reveals two novel concepts – frictions and tensions – that could help
researchers and practitioners in better understanding the obstacles to achieving
effective multi-level IT use.

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A model of individual decisions for digital product product acquisition

Veitch, Robert W. D.; Constantiou, Ioanna(Frederiksberg, 2011)

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Abstract:

Ten years after the fall of Napster, digital piracy remains an issue for media and software companies.
While scholars often treat digital piracy as a behaviour that needs to be prevented or punished, the
user’s decision about how to acquire a digital product involves more than the piracy option. However,
the decision between legal alternatives and piracy has received limited attention. Moreover, existing
models used in piracy research emphasize some elements of the acquisition decision, but disregard
other important influences. This has led to a body of literature that is fragmented and has
decontextualised digital piracy by not examining how available legal alternatives are evaluated. This
paper makes an attempt to address these issues and presents a model of the user’s digital product
acquisition decision in the context of piracy, integrating elements of previous models to reflect the
decision’s complexity. Specifically, we use a consumer decision-making perspective as a framework
for integrating elements of previous models used in digital piracy research, including those from social
psychology, business ethics, criminology, and consumer behaviour. In the model, we depict the
acquisition decision as being influenced by the user’s product desire, price perceptions, perceived
risks, internal regulators of behaviour, resources, and product availability. Theoretical and empirical
evidence from the existing literature is drawn upon in order to provide support for the elements of the
model. The paper concludes with an outline for future research and a brief discussion of its
contribution.

This paper derives a theoretical framework for consideration of both the technologically
driven dimensions of mobile payment solutions, and the associated value proposition for customers.
Banks promote traditional payment instruments whose value proposition is the management of risk for
both consumers and merchants. These instruments are centralised, costly and lack decision support
functionality. The ubiquity of the mobile phone has provided a decentralised platform for managing
payment processes in a new way, but the value proposition for customers has yet to be elaborated
clearly. This inertia has stalled the design of sustainable revenue models for a mobile payments
ecosystem. Merchants and consumers in the meantime are being seduced by the convenience of online
and mobile payment solutions. Adopting the purchase and payment process as the unit of
analysis, the current mobile payment landscape is reviewed with respect to the creation and
consumption of customer value. From this analysis, a framework is derived juxtaposing customer
value, related to what is being paid for, with payment integration, related to how payments are being
made. The framework provides a theoretical and practical basis for considering the contribution of
mobile technologies to the payments industry.

ITIL has been proposed and indeed adopted by many as a framework
for solving the problem of IT Service Management. It has been available for
organizations for more than 10 years and initial adoption has been high.
However, consultancy surveys of ITIL adoption, implementation and
institutionalization show that there are only few complete and institutionalized
ITIL implementations. This paper presents work in progress on a
comprehensive ITIL literature review, focussing on critical success factors and
benefits documented in scientific literature about ITIL implementation. Based
on this, the paper presents a draft framework aiming at assisting organizations
during their decisions regarding ITIL adoption, implementation and
institutionalization.

Digital platforms are disruptive information technology (IT) artifacts that erode conventional business logic
associated with traditional market structures. This paper presents a framework for examining the disruptive
potential of digital platforms whereby we postulate that the strategic interplay of governance regimes and
platform layers is deterministic of whether disruptive derivatives are permitted to flourish. This framework has
been employed in a comparative case study between centralized (i.e., PayPal) and decentralized (i.e., Coinkite)
digital payment platforms to illustrate its applicability and yield propositions on the nature and impact of digital
platform disruptions. Preliminary findings indicate that centralized digital platforms attempt to create unique
configurals to obtain monopolistic power by tightly coupling platform layers, which are difficult to replicate.
Conversely, decentralized digital platforms purposely decouple platform layers, to foster open innovation and
accelerate market disruption. This paper therefore represents a first concrete step aimed at unravelling the
disruptive potential of digital platforms.

Recent years have seen an increased sharing of consumptive practices, experiences and evaluations on social media platforms. Such socially shared consumption can range from electronic word-of-mouth to formal online reviews as well as automated product mentions facilitated by social media applications Based on a review of extant emerging literature on this topic as well as of literature on relevant topics such as social influence, online reviews, theories of the extended self and conspicuous consumption, this paper proposes a new concept, “socially shared consumption” and a taxonomy for better understanding and analysing the growing phenomenon of consumers’ social sharing of consumption on social media platforms The taxonomy consists of five dimensions of socially shared consumption: Phase, Automation, Formality, Expressiveness, and Sentiment. The primary contributions of this research-in-progress paper are (a) description and definition of the new concept of socially shared consumption, (b) preliminary proposal of a taxonomy of socially shared consumption, and (c) outline of a research agenda to conduct theory-based empirical studies of socially shared consumption phenomena.

Technologies enabling digital piracy have expanded the variety of options available to users when deciding how to access a product. As a result, access-mode decisions for film and music are broader than for other goods where the piracy option is not as prevalent. This paper presents a model of access-mode decisions for film and music which integrates elements of previous digital piracy models and expands upon them to reflect the decision?s complexity. We depict the access-mode decision as being influenced by the user?s product desire, price perceptions, perceived risks, internal regulators of behaviour, resources and legal availability. We test the model for film and music using causal data of access-mode decisions collected from students at two Danish universities. Our findings indicate that the economic considerations of price perception and legal availability are the most consistent factors in influencing the access-mode decision across different legal options. The paper concludes with an outline for future research.

This paper presents findings from interpretative phenomenological interviews about the UX of interactive climate management with six growers and crop consultants. A model of UX of interactive climate management is presented. The findings are reported in a UX target table, which can be the basis for future research on UX at work in this domain.

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User experience measurement is important for HCI research and for the in-dustry that produce interactive services and products. We want to develop a context-aware user experience measurement. In this paper, we propose a user experience measurement scale, and discuss how to validate the scale in different contexts, implement the scale in context aware prototypes, and evaluate the prototypes in real-life user contexts.
The main contribution of this paper is to combine existing concepts of user experience and context-aware computing in one context aware user experi-ence measure. We are not going to develop new definitions of neither UX nor context-awareness, but simply combine the two.
The background for our paper is the importance of enabling organizations to provide high quality interactive experiences to customers and citizens; to empower citizens in our emerging digital societies to assess and be critical towards interactive solutions presented to them; and to support HCI re-searchers and others with reliable and valid instruments to score, compare, and analyse user experience.
We focus on measurement of UX in the shopping context(s).

Government data has been accumulated for centuries in protected repositories and registries as public
record and a matter of civil order. Recently, the Open Government Data (OGD) movement has emerged as
a group that focuses on facilitating open access to government data. Proponents of OGD initiatives argue
that it can strengthen democracy and improve government through increased participation, collaboration
and transparency. OGD advocates are also motivated by its potential contribution to greater productivity
and economic growth through increased government efficiency and the creation of new businesses and
services. However, as most OGD initiatives are relatively recent, the key questions regarding the value
propositions and return on investment of these initiatives remain unanswered. In this theory
development paper, we propose a strategic options framework that offers criteria for generating and
prioritizing OGD initiatives. The framework can guide structured analysis of the economic and social
impacts of OGD with an emphasis on its value propositions for both the public and private sectors.
Building on a literature review and fieldwork-based anecdotal evidence, we expect OGD initiatives to
generate value and substantial returns through increased transparency, efficiency of government
activities, citizen participation and entrepreneurial activity.

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This paper compares two views on the status of indices in syntactic and logical
representations. On a structural view, indices are syntactic formants on a par with
node labels and phrase bracketings, and are thus a part of the logical forms that
are derived from syntactic representations. On the process view, an index is not a
syntactic object at all, but rather, an indication of the output of a resolution process.
In this paper we argue that a recent body of data provides a clear empirical basis for
distinguishing between these two views of indices. We argue that cases of sloppy
VP ellipsis pose insurmountable problems for the structural view of indices, while
these problems do not arise for the process view. Furthermore, we show that this
resolution process is constrained by the semantics of various discourse relations.

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This paper uses three meditations to contemplate walking, sensing and participation as three ways with which we can extend the notion of ‘experiential computing’ proposed by Yoo (2010). By using the form of meditations, loosely associated concepts that are part introspective and part ‘causative’, i.e. aimed as some form of change in perspective within Information Systems Research, the paper weaves empirical incidents from fieldwork with theoretical concepts on movement, sensuality, and embodiment, suggesting directions for methodologies and techniques to be pursued if experiential computing is intended to also inform the design of technologies for the future. By emphasizing the senses and the body and their importance to an extended notion of sensory apprenticeship (Pink, 2009), the paper suggests alternative routes to knowing and representation in IS related fieldwork.